lin (@Lin_Lemon_) header
lin (@Lin_Lemon_) profile picture

technical artist who draws for fun || working on a game with my bestie!

an adult
Joined September 2021
Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)Photo by lin (@Lin_Lemon_)
Silent Hill 4: The Room  - PS2 (2004)..
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Can you spot the REAL monster in this video? In this indie game, the quest marker wants to make you do what you're told. So will you obey or exercise free will? NEXT OBJECTIVE is coming to Steam: store.steampowered.com/app/5… by indie dev @Klexber
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accidentally disturbed some local wildlife, sorry early work on creatures wandering the sea
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The biggest Megas i have Structured so far
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lin retweeted
Here are some techniques I discovered through 14 years of shader programming:
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Main Menu WIP (proud of the sfx for navigating menu / clicking a button) Still no game title
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【Free-TransitionFX v1.4.0 Released】 Completely FREE Unreal Engine 5 screen transition plugin just got updated. TransitionFX is a SDF-based procedural transition system. No textures needed, resolution-independent, and super easy to use with just one Blueprint node. Now featuring 30 built-in effects. v1.4.0 Highlights: Stripe Cascade — The screen splits into stripes that wipe closed with a staggered delay. Split count, 4-way direction, stripe delay, and smoothness are adjustable. Box Roll — Boxes roll in from the right edge and stack row by row. Rows, speed, and per-column / per-row delay are adjustable. Also new: ・Project Settings page (Project Settings > Plugins > TransitionFX) ・Configurable effect pool size (MaxPoolSizePerEffectClass; 0 disables pooling) ・Sample project updated for UE 5.8 Documentation (EN/JA README, Preview Tool manual, showcase level) is now caught up with the current feature set. Download: Fab: fab.com/listings/82f9a51f-52… GitHub: github.com/EmbarrassingMomen… #UE5 #IndieDev
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Aight it's been a while since I made just a straight up track, so here ya go. Showing off a bit of progress on some new moves, it only took 100 attempts to get a perfect run for the vid :D
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Incredible part about gamedev that isn't mentioned enough. You can make something in half an hour that looks like it should've taken six months to develop. Equally, you can spend six months stuck on something that looks like it should've been possible in half an hour.
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New article ! Let's dive into the notion of screen DPI and how unreal has its own implementation to help us make more responsive UI 😄 Might also provide some hints as to what's in those widgets FGeometry 👀 Hope you enjoy ! #unreal #UE5 #gamedev sharundaar.github.io/unravel…
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lin retweeted
The ship interfaces and controls of Project Hail Mary
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DELTA’s pause menu is fully diegetic. It started as an in-world music player, then we thought: why not make the whole menu feel like part of the game? Snappy, low-res, keyboard-only, old terminal-style DOS vibes. #gameui #uidesign #DiegeticUI
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We've been quiet for a while. Here's a fresh look at DELTA and the demo we've been working on. #indiegame #gamedev #indiedev #movementshooter
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Tempelhof Airport, Berlin, 1987
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lin retweeted
recent BG practices!! i'm trying to see how i can adjust my environments to my general art style which has become very line-heavy and contrast-rich in recent months
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reading all these posts on twitter recently made me pick up brazilian-portuguese u guys are amazing fr BRAZIL WAIT FOR ME
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new megastructure stuff
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Hey there. Seemed like the right time to make an account here. Developing a parkour runner game called Tachyon Flow - check it out!
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